Author: Vykromond

Ignis the Furnace Master

image

Zone: Ulduar
Subzone: TheSiege
Hard mode available: No
Mob type: Giant
Health (Normal): 7,000,000
Health (Heroic): 24,000,000


Strategy

Achievements:
 
Guides:

Ignis has 24 million HP. Melee strikes vary widely but can hit for upwards of 30k on plate or plate equivalent in the absence of debuffs on Ignis. Ignis is tauntable.

Ignis's room contains 20 deactivated golems called Iron Constructs, and two large pools of water on each side. These are meant to play a significant role in the encounter. Iron Constructs that attack the raid during the Ignis encounter may be handled through a raid mechanic that mimics the real-life process of blacksmithing.

Some of the mechanics of the Ignis fight suggest that he is meant as a reference to the Greek god Hephaestus, god of the forge, blacksmithing, and fire.

Contents


Abilities

Ignis uses the following abilities:

  • Flame Jets: This resistable ability knocks affected players about 20 feet in the air and 1-2 feet backward in addition to dealing its damage. It also interrupts casting and locks a spell school for ~8 seconds. Consequently, when Ignis begins his ~3 second Flame Jets cast, players should be mindful that they are not casting spells when his cast completes. Flame Jets seems to have a cooldown of about 30-40 seconds, which it may share with Activate Construct (ie: Ignis will either Flame Jets or Activate Construct, then wait one full cooldown period, then cast Flame Jets or Activate Construct again).
  • Activate Construct: One of the 20 Iron Constructs in the room will "activate" and after a few seconds spawns as an add in the fight. This seems to have a cooldown of about 30-40 seconds, which it may share with Flame Jets.
  • Strength of the Creator: Each time Ignis activates a Construct he gains a stack of Strength of the Creator, increasing his damage done by 15% per stack. Stacks can only be removed by shattering or killing the Iron Constructs (see below.)
  • Scorch: Scorch is a frontal cone ability dealing Fire damage and leaving behind a very visible swirl of fire on the area Ignis targets when beginning to cast the spell. For more information on the latter part of the spell description see Ignis#Iron Constructs. Scorch has a short cooldown of about 15-20 seconds.
  • Slag Pot: The 'slag pot' is slung over Ignis's crotch. When Ignis charges and places someone inside the Slag Pot, they take 5000 damage every second, then receive a buff upon surviving the damage period. Ignis will continue casting other spells and attacking while a player is inside the Slag Pot. Players inside the Slag Pot can cast spells. As of 15 April 2009 the Slag Pot charge is bugged in that Ignis can melee the Slag Pot target upon approaching them during the charge and/or while putting them in the Slag Pot.

Iron Constructs

Iron Constructs move very slowly (slower than unbuffed player run speed) and have a fairly light melee attack. Iron Constructs can be snared, slowed, rooted, stunned, and taunted.

When Iron Constructs stand in the center of the swirls of fire left behind by Scorches, they begin to gain the buff Heat, increasing their movement speed by 5% and haste by 5% for each stack, up to a maximum of 20 stacks.

Upon reaching 20 stacks of Heat, Iron Constructs become Molten, which keeps their melee haste at 100% and add a 5k Fire damage per second 7 yard radial tick around the Construct, thus increasing their damage potential precipitously. This condition lasts for 20 seconds before the Iron Constructs revert to normal.

Molten Iron Constructs can be brought to the pools of water on the sides of Ignis's hall. An Iron Construct in Molten condition brought inside a pool of water will be doused and turn Brittle. Brittle Iron Constructs are stunned for 15 seconds, are much more likely to be critical hit, and are instantly shattered if a player hits them for 5000 damage or more in a single attack. Destroying a Brittle Iron Construct in this manner causes it to deal 20,000 damage in a 10 yard radius around itself.

Most importantly, however, shattering a construct removes one of the stacking buffs from Ignis: it's critical to winning the fight, otherwise your tank ends up being one-shot.

Strategy

Ignis (25) requires 3 tanks: one for him, and two for the Constructs.

On engage, MD Ignis to your tank, and bring him to one of the pools of water.

Ignis periodically drops a flame patch on the ground with Scorch. The MT must move out of it.

Each time he activates an Iron Construct, Ignis gains a stack of Strength of the Creator.

OT's must pick up the Iron Constructs and stand in the flame patch on the ground so the Constructs gain stacks of Heat.

As soon as a Construct has 20 stacks of Heat he will turn Molten and drop aggro. It must be taunted and moved very quickly into the water where they turn Brittle.

Molten Golems

Someone capable of doing 5k damage in a single nuke needs to be ready to attack the Constructs when they turn Brittle.

This will shatter the Construct, dealing 20k AE damage and removing one stack of Strength of the Creator from Ignis.

Slag Pot

Periodically he throws people in his Slag Pot. They can heal themselves, and must be healed until they come out.

Currently he is bugged to sometimes melee swing people in the Slag Pot, one-shotting them.

If you do survive Slag Pot, you get the buff Slag Imbued.

Flame Jets

Flame Jets is a counterspell as well as dealing large amounts of raid damage.

All casters and healers need to be aware of when it casts and not be casting any spells when it goes off, or they will be silenced in that casting school for eight seconds.

Comments

If you are asking a detailed question, please use the StratFu Forums instead.

  • drstupid Says:

    we are having trouble on what to do with the 2 molten collossials they stun or silence us and we cant kill them

  • Drungsnstuff Says:

    You tank them one on each side.

  • Zexion Says:

    And make sure to have your ranged+healers (except OT healer) stack up on the main-tanked mob. Makes it easier to outrange the OTd colossus' earthquake (name of the stun)

  • Maeseyck Says:

    Is it wise to tank Ignis close to the pools, since it will be a shorter run for the constructs to towards the pools. Oh and the annoying little jumping fire can be iceblocked by a mage, removing it from jumping around in the raid.

  • Toumapalooza Says:

    is this guy bugged? he kicks our ass in 10and 25man. smashing the hell out of hte tanks

  • Om Says:

    Yes, he is still bugged, at least for 10 man. He no longer one shots the tank, but he will still randomly melee the person he puts in the pot. Critted me for 32k. Blizz says they are still working on it.

  • Esta Says:

    What we did was have the healers around the corner and have the tank stand at a spot where they are in line-of-sight of the healers but the collosi are not. This prevents the healers from getting stunned and made the pull much easier. We split them, one on each side of the entrance to Ignis but not sure if that's necessary.

  • Jarec Says:

    we had big big trouble with ignis on the first day.. it was impossible to heal the mt, the damage on him was unormal high! does someone have a clue or a tip on it?

  • Jarec Says:

    Btw, we are already confronting Mimiron, but it is a shame to let ignis behind.. i really would appreciate any help i can get..

    right now we kite the collosses through the fire until they have 20stacks and then cool them off, but, the MT gets so much damage after 2 collosses, that it is impossible to heal em.. is outrange an option`?

    greetz from Germany.

  • Osmose Says:

    Just a help for some friends.If u are having problens to deal with those Reavers, sugest to use a hunter kitting then with Distract shot until the entrance of instance.

    The best way we found to kill then is one hunter kite one with aspect.Another is killed by the Raid but the MT keep runing with him in circles, lowers the damage and keeps the raid moving since u have static players that dont know how to move lol.

    /farewell

  • Inverse Says:

    While we've decided to hold off on Ignis until all the bugs are fixed, I do have a question: When we pull the constructs into the scorch area, should the offtanks also be standing in the area? Our healers are having difficulties healing the OTs for constructs when they try to stand in the scorch area, but it seems difficult to put them in the scorch without the tank also taking the damage. Do we just have the positioning incorrect or do healers need to suck it up and heal the OTs through it?

  • Musthava Says:

    You can also tank the collossials on the corner, with healers hugging the wall.

    =======(Coll) ======= =======(T) (H)

    This creates a LOS to the earthquake. DPS stand in the middle.

    (Done)

  • BG Says:

    I'd like to know if Fire resistance Equipement (about 100 fire Resistance with Equipement) is useful for the tanks, un bonus to make the fight easier or does it make it harder?

  • BIG Says:

    I'd like to know if Fire resistance Equipement (about 100 fire Resistance with Equipement) is useful for the tanks, un bonus to make the fight easier or does it make it harder?

  • Defalt Says:

    I think he's talking about the 2 trash mobs prior to Ignis as this is what was killing our 10 man attempt 2 nights ago (that and instance problems). The strategy that seems to work best is to Line of Sight (LOS) the two molten colossus'. Have the MT (and OT) tank the mobs at the corner while the healers stand left (or right depending on which side you tank on).


                         I
                         I                             OO = Mobs; HH = Healers; TT = Tanks
    

    ____________I OO HH T T

    The crude diagram above is the strategy that seems best just as long as the healers aren't getting interrupted. Ranged DPS can stand behind the tanks max range but still within range of healers. Just make sure the Colossus' are in the correct place to insure no healer interrupts occur. Melee dps in this setup can either be placed with the tanks or possibly on the sides.

  • ewaybevinn Says:

    Anyone had any luck with tanking boss right next to one of the pools?

  • Kyth Says:

    That's where we tank him, yes. But you can't be too close or the scorch will land in the water (which means a scorch patch isn't generated.)

  • ewaybevinn Says:

    Thanks thats some good info....... going to try it tonight

  • jonnycakes Says:

    as of 4/17 While trying to build up 20 stacks on the iron constructs...it appears rooting or snaring an iron construct that is not full buffed (ie not molten yet) will remove any stacks of the buff. Stunning them however seems to have no effect on their buff gain rate. Not sure if this is intended or not but it makes shattering them a bit more challenging.

  • death Says:

    figured out a good strategy that worked well on 10 man ignis.

    I (a dk tank) picked up the constructs as they spawned and ran them into scorch areas which the MT placed next to the water. i would then slow it with chains of ice and call for a boomkin to root it in place (allowing me to get the hell out of the fire). The trick to the strat was that the boomkin stood permanently in the pool of water. as soon as the construct turned molten and dropped threat he spammed moonfire on it to gain agro, causing it run towards him and into the water. when it gets its 10 sec stun from turning brittle hed back away to avoid aoe damage and hit it with a wrath to break it. The only issue we had was when a scorch area despawned before the construct reached 20 stacks, in that case i ran back and smacked it to break roots, then ran it to the next scorch and started again.

    hope this helps someone out there =)

  • DeltaGeek Says:

    The Iron Constructs are immune to Freezing Arrow (and I'm assuming Freezing Trap as well).

  • Lailu Says:

    For the Colossal guards before Ignus (Top of the Ramp) they should be tanked using LOS for Healers so they aren't affected by his Earthquake ability which will silence.

    Here is a diagram that may help some:

    http://www.jkfweb.com/files/Positioning.gif

    Square - Colossal's Circle - Tank's

    Cross - Healers

  • stellaa Says:

    this is just a quick note on the Iron Constructs. we have the OT pick one up run into the fire and then have a druid root them. keep them rooted till they turn molten then get our hunter to kite to water and shatter them form range. works a treat leaves the ot a little bored but means he/she is all ways free to pick up the next Iron Constructs.

  • jude Says:

    One thing that helps is having a druid root the constructs in the fire so they become brittle.. then just run them into the water.

  • Breeder Says:

    Our guild may have discovered a possible intentional area design that makes the encounter much easier. We positioned our ranged and healers on the raised ledge that exists in all but the very middle on each side of the room around the water. This places the majority of the raid directly behind the innactive constructs but about 1 yard off the floor and roughly 1/2 way down from the large pools. We did this for 2 reasons. This ledge has a sharp edge on the side facing the center of the room and a gradual slope on the side facing the pool behind the raid. We noticed that when constructs become molten, then seem to reset aggro (haven't tested it, possible it's just healer aggro on targets not being actively tanked). Constructs cannot path directly to a ranged dps or healer who is standing on the raised ledge. This works to our advantage.

    That leads to the 2nd reason. This forces the constructs to run up the only way they can reach the ledge, through the water as they attempt to come up the gradual slope on the back side of the ledge. The end result is the constructs becoming molten, aggroing onto healers since we root them in scorch, and making themselves brittle. Additionally, if they are 1/2 way across the ledge they will be out of range from the AOE caused both by them being molten and then when they are shattered. This strat allows healers and ranged to be fully in LOS of all melee and tanks at all times. It should be noted that Ignis doesn't fall prey to the need to path around the ledge due to his height so it allows him to grab players without having to cause a massive positioning issue.

    In the end we tank him with his back to the ledge (any of the 4 ledges will do). We have melee stand just in front of the ledge. Tank him with his back facing melee and ranged, and then line up scorches from left to right and then back again as they fade. We only have to assign 1 person to kite them into the scorches, 2 people to snare them inside, and no one has to worry about them once they become molten since healer aggro takes care of their pathing straight into the water. A single ranged dps doesn't even have to move as they are in LOS from the point where they become brittle as they shatter them.

  • Breeder Says:

    http://i44.photobucket.com/albums/f34/mwill79/Ignis.jpg

    a pic of the strat we currently use.

    Ranged and healers on the ledge, OT pulls contructs into the scorch, stuns or roots them, and then never touches them again. When they become molten they drop aggro, go for the healers, and make themselves brittle while trying to get there.

    It should be noted it's not to scale, it shows the tank moving farther left than needed and the boss and tank will both actually be much closer to the ranged and healers than indicated. But it does show the general positioning quite well.

  • Kyth Says:

    I really like these two comments about the ledge idea. I think we'll try it this week.

  • Joe Says:

    Hey, I've got a question, and maybe another paladin could answer it. In the holy tree, there is a talent ability called Aura Mastery, which, if activated with Concentration Aura up, makes you and those affected by the aura immune to Silence and Interrupt effects. Will this move, if activated when Ignis is casting flame jets, prevent the healers from getting their spells interrupted, or at least prevent the 8 second "lockout" from that school of magic? Also, will the Improved Concentration Aura talent cause the interrupt ot only be about 5 seconds instead of 8? If anyone has some input, please let me know.

  • Käse Says:

    We took him down for the first time yesterday (10 man). 2 tanks, 2 healers. Offtank picked up adds, and we just nuked Ignis down. Pretty nasty tank damage at the end, but no real problems.

  • Vykromond Says:

    This wasn't possible before the latest changes to Ignis.

  • M Says:

    Can the Molten Constructs be Death Gripped? Thinking.. DPS DK backs off of Ignis when Iron Construct is close to 20 stacks, DG's Molten Construct to water, runs back to boss. OT goes to grab another Iron after the DK DG's the Molten away from him. Caster nukes Brittle after DK is safely out of the way. Rinse and Repeat?

  • Omniwrath Says:

    Another option for those whose OT's are taking heavy dmg due to scorch. If you happen to have a druid in your group, the constructs can be rooted in the scorch, so your tank is free and lightens healing. After constructs become molten they will drop agro, the druid can be stationed near a pool and drop root, they will agro the construct and easily bring them to the water.

  • Kellwinger Says:

    When the Iron constructs are placed in the water to become brittle, make sure to get the OT out of range before killing them. They do alot of damage to anyone near the explosion

  • Tsukari Says:

    We tank him near the pool as well... We've been alternating every other scorch into the pool to require less movement out of everyone but the tanks.

  • Nekudotayim Says:

    We did Ignis tanking on the left of a pool, then in the pool and then on the right. Here is the video: http://www.youtube.com/watch?v=IURcQ9lRhq0

  • Fenrír Says:

    We tanked him by a pool of water in 10 man and let the scorch go into the water, our MT could handle the boss having 8 Dmg Buffs (from 8 adds) and the OT could handle about 8 adds....so we just got our dps to full nuke as hard as possible, we saved Heroism/Bloodlust for about 35% so that the dmg can be quick, beacuse at that sorta time it gets hard to Heal the OT....but it worked for us ignis is dead on 10 man.

  • Kyth Says:

    Yeah he's been nerfed since this strategy was posted (I need to update it.) It's now an option to just offtank the adds again and ignore the mechanics of the fight, alas. That's what we did last week for the 4-minute achievement.

  • Chas Says:

    We've just been kiting the constructs(and not killing them) and letting everyone dps Ignis on both 10 and 25 man with no problem!

  • Annoymous Says:

    Hi, my guild has downed Yogg-saron but we can't manage to kill this guy. Is this normal?

  • Veritable Says:

    My question is about the 2 giants, and when they die, that fire damage hoppy thing. A few people died from it, and I was one of them. I released, ran in. and a fire thing hopped from one of the guys ALL the way to me when I entered the instance... is this just a bug or.... cause it says it disappears after a few seconds. When it went off me I saw it launch itself all the way back to the raid from half way across the map.... wtf.

  • Kyth Says:

    Lots of random effects can reach the zonein, sometimes with very amusing consequences.

  • epic Says:

    We did this incounter like grobulus in naxx the tank moved him round the room moving back towards the entrace upto the first little dwarf then swapping sides made it very easy, took a little longer to down him but VERY easy.

  • Warpig Says:

    For our 10 man we just said the hell with all the construct breaking etc..so we just OT them while the rest of the raid burns ingis down...the MT stands in the water so there are never any fire patches and he's usually down by the time 5 contructs are activated...we always 1 shot him and it works flawlessly

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